Quick answer: Set a non-zero floor snap length, enable step handling via max angle and a manual step-up test, or use a separate raycast to lift the body over small steps.
Your character walks into a low step and just stops, as if it hit a wall. The capsule's bottom catches the edge and the controller has no logic to step over it. Adding floor snap and a step-up test lets it climb.
How to fix it
1. Increase floor snap length
Set floor_snap_length on the CharacterBody3D high enough to keep the body snapped to the ground across small steps so it does not pop off and stall at the edge.
2. Add a manual step-up test
Before moving, raycast forward at floor level; if you hit a step shorter than your max step height, raise the body by that height, move, then re-snap down to the surface.
3. Tune the collision shape bottom
Give the capsule a slightly rounded or higher bottom margin so the lower rim does not snag the square step lip; a flat-bottomed box collider catches edges far more easily.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.